X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovepick.cpp;h=bff6ac46f0e029fa3c7ba80cde72e8873877ed45;hp=b1dcea0111b8c0156883029dacc5e5be02ecaafc;hb=c97104e8540b72ee2c6c9c13d3773d2c0f9ec32f;hpb=93bc05cf693064b80bf70cb97c6d110ab8f0a015 diff --git a/src/movepick.cpp b/src/movepick.cpp index b1dcea01..bff6ac46 100644 --- a/src/movepick.cpp +++ b/src/movepick.cpp @@ -71,18 +71,21 @@ MovePicker::MovePicker(const Position& p, bool pv, Move ttm, ttMove = ttm; mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller; killer1 = ss.killers[0]; - killer2 = ss.killers[0]; + killer2 = ss.killers[1]; depth = d; movesPicked = 0; numOfMoves = 0; numOfBadCaptures = 0; // With EvalInfo we are able to know how many captures are possible before - // generating them. So avoid generating them in case we know are zero. + // generating them. So avoid generating in case we know are zero. Color us = pos.side_to_move(); Color them = opposite_color(us); - bool noAttacks = ei && (ei->attackedBy[us][0] & pos.pieces_of_color(them)) == 0; - bool noCaptures = noAttacks && (pos.ep_square() == SQ_NONE) && !pos.has_pawn_on_7th(us); + bool noCaptures = ei + && (ei->attackedBy[us][0] & pos.pieces_of_color(them)) == 0 + && !ei->mi->specialized_eval_exists() + && (pos.ep_square() == SQ_NONE) + && !pos.has_pawn_on_7th(us); if (p.is_check()) phaseIndex = EvasionsPhaseIndex; @@ -93,7 +96,6 @@ MovePicker::MovePicker(const Position& p, bool pv, Move ttm, else phaseIndex = (noCaptures ? NoMovesPhaseIndex : QsearchWithoutChecksPhaseIndex); - dc = p.discovered_check_candidates(us); pinned = p.pinned_pieces(p.side_to_move()); @@ -268,10 +270,11 @@ void MovePicker::score_noncaptures() { else hs = H.move_ordering_score(pos.piece_on(move_from(m)), m); - // Ensure moves in history are always sorted as first + // Ensure history is always preferred to pst if (hs > 0) hs += 1000; + // pst based scoring moves[i].score = hs + pos.mg_pst_delta(m); } } @@ -290,7 +293,6 @@ void MovePicker::score_evasions() { } else moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m); } - // FIXME try psqt also here } void MovePicker::score_qcaptures() { @@ -308,10 +310,10 @@ void MovePicker::score_qcaptures() { } -/// find_best_index() loops across the moves and returns index of -/// the highest scored one. There is also a second version that -/// lowers the priority of moves that attack the same square, -/// so that if the best move that attack a square fails the next +/// find_best_index() loops across the moves and returns index of +/// the highest scored one. There is also a second version that +/// lowers the priority of moves that attack the same square, +/// so that if the best move that attack a square fails the next /// move picked attacks a different square if any, not the same one. int MovePicker::find_best_index() { @@ -327,41 +329,41 @@ int MovePicker::find_best_index() { return bestIndex; } -int MovePicker::find_best_index(Bitboard* squares, int values[]) { - - int hs; - Move m; - Square to; - int bestScore = -10000000, bestIndex = -1; - - for (int i = movesPicked; i < numOfMoves; i++) - { - m = moves[i].move; - to = move_to(m); - - if (!bit_is_set(*squares, to)) - { - // Init at first use - set_bit(squares, to); - values[to] = 0; - } - - hs = moves[i].score - values[to]; - if (hs > bestScore) - { - bestIndex = i; - bestScore = hs; - } - } - - if (bestIndex != -1) - { - // Raise value of the picked square, so next attack - // to the same square will get low priority. - to = move_to(moves[bestIndex].move); - values[to] += 0xB00; - } - return bestIndex; +int MovePicker::find_best_index(Bitboard* squares, int values[]) { + + int hs; + Move m; + Square to; + int bestScore = -10000000, bestIndex = -1; + + for (int i = movesPicked; i < numOfMoves; i++) + { + m = moves[i].move; + to = move_to(m); + + if (!bit_is_set(*squares, to)) + { + // Init at first use + set_bit(squares, to); + values[to] = 0; + } + + hs = moves[i].score - values[to]; + if (hs > bestScore) + { + bestIndex = i; + bestScore = hs; + } + } + + if (bestIndex != -1) + { + // Raise value of the picked square, so next attack + // to the same square will get low priority. + to = move_to(moves[bestIndex].move); + values[to] += 0xB00; + } + return bestIndex; }